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HeroQuest Improvement and Progression vs. QuestWorlds


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I think I might have screwed up.  I started our Red Cow campaign using HeroQuest with the Base Resistance starting at 14, then progressing at +1 every 2 sessions.  Then I read and liked the Experience Points being separated from Story Points from QuestWorlds, and implemented that.  But I continued using the Base Resistance of 14, which ended up being at 16 during our last session.  At this point, these resistances seemed to be too difficult when using High and Very High difficulties.  Since using QuestWorlds experience points, most of my players don't earn very many due to successes.  Should I stick to using QW Resistance Progressions instead of HeroQuests?  Or does it really matter? 

Also, how would you determine when to raise the progression from 10 to 15?  QW gives an analogy of a TV series season.  Using the Red Cow 11 lights, would a season(pardon the pun) be a TV season? 

 

Posted
On 12/7/2024 at 7:26 PM, mikuel said:

I think I might have screwed up.  I started our Red Cow campaign using HeroQuest with the Base Resistance starting at 14, then progressing at +1 every 2 sessions.  Then I read and liked the Experience Points being separated from Story Points from QuestWorlds, and implemented that.  But I continued using the Base Resistance of 14, which ended up being at 16 during our last session.  At this point, these resistances seemed to be too difficult when using High and Very High difficulties.  Since using QuestWorlds experience points, most of my players don't earn very many due to successes.  Should I stick to using QW Resistance Progressions instead of HeroQuests?  Or does it really matter? 

Also, how would you determine when to raise the progression from 10 to 15?  QW gives an analogy of a TV series season.  Using the Red Cow 11 lights, would a season(pardon the pun) be a TV season? 

 

I would just use resistance progression at the end of a "season" of your show. I would probably pick a year, but it is hard to know as it depends on how many episodes your group plays for a year of game time, and thus on your rate of advancement. A good rule of thumb is to figure out when the group find base resistance too easy, advance it at the end of the next year, and start to describe opponents as more competent.

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